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GAM(BL)ING:

Commodification of Leisure in the Digital Era

Virtual symposium, May 10–13, 2021

This symposium brought together researchers, students, clinicians and others in the field to share knowledge and discuss issues surrounding digital gam(bl)ing and the commodification of leisure in the digital age. Presentations from the event are available to watch on this page.

Exploring hyperconnectivity and its relations to the consumption of games

With advances in technology, a wide range of everyday practices are becoming more digitalized.

The boundaries between offline and online spaces seem more blurred than ever, leading us to question how different forms of consumption connect harmoniously or disruptively along the physical-digital continuum.

Supported by ubiquitous mobile technologies and connected platforms, gam(bl)ing experiences have been shaped by hyper-connected and rapidly adaptive technological environments that have changed the very nature of gaming and gambling, making them virtually indistinguishable.

Three themes

The symposium was organized around one theme per day.

1. The Commodification of Games in the Digital Era

From a political economy perspective, this theme explores the power relations between producers, distributors and consumers of free mobile games. It examines how monetization, financialization and data commodification are increasingly embedded in game design and marketing strategies, and how players and their information are transformed into sources of capital.

2. Marketing, Promotion and Regulatory Issues

This theme examines the growing role of marketing and promotion in gambling, particularly within a framework that emphasizes individual responsibility and informed choice. It explores the responsibilities of gambling operators, the strategies used to attract consumers, and the regulatory and ethical questions surrounding gambling advertising.

3. Technology and Intervention: A Tenable Association?

This theme explores the growing use of digital technologies in gambling and addiction interventions. It considers the effectiveness and implications of online and mobile interventions, including self-monitoring, medicalization, individual responsibility, self-efficacy and the adaptation of clinical approaches to digital platforms. It also addresses questions of dissemination, advertising and confidentiality.

Presentations

Over three days, this virtual and interactive edition of our symposium offered a content-rich programme that included:

  • Interactive sessions with internationally renowned guest speakers
  • Presentation and exchange sessions with a new generation of students
  • Workshops that promoted experimentation and discussion

In the closing session, we also had the privilege of engaging with a presentation by Mr. Edward Snowden!

Social representations of responsibility in gambling among young gamblers

Jean-Philippe Laforge

Streaming Slots

Pauline Hoebanx

The role of skinbetting in the transformation of skins into virtual currency

Anne Mette Thorhauge

HERMES logo
Research Chair on Gambling Studies logo
Institut universitaire sur les dépendances logo
Jeu Responsable logo
Concordia University logo
UQÀM logo
Université Laval logo
Université de Sherbrooke logo
Centre intégré universitaire de santé et de services sociaux de la Capitale-Nationale logo
Centre intégré universitaire de santé et de services sociaux du Centre-Sud-de-l'île-de-Montréal logo
Centre intégré universitaire de santé et de services sociaux de Lanaudière logo
Fonds de recherche Société et culture logo